More actions
linked CRAB and Cyno beacons. |
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A Mobile Cynosural Beacon is a 400 m^3 one time use item. This launches a cyno that takes 1 minute to spool up, and lasts one hour. It has the hitpoints of a cruisers, so somewhat easy to kill during that time frame. To launch one, you need to [[Anchoring]] III, fit 400 m^3, and be in a fleet. From then on out, that Fleet will the beacon appearing in that fleet for that hour. | A Mobile Cynosural Beacon is a 400 m^3 one time use item. This launches a cyno that takes 1 minute to spool up, and lasts one hour. It has the hitpoints of a cruisers, so somewhat easy to kill during that time frame. To launch one, you need to [[Anchoring]] III, fit 400 m^3, and be in a fleet. From then on out, that Fleet will the beacon appearing in that fleet for that hour. | ||
These are a good alternative in Dangerous areas. There were changes done on the [[Cynosural Field Generator]] only being fittable on the [[Force Recon]] and the [[Black Ops]] ships, which are considerably more expensive. | These are a good alternative in Dangerous areas. There were changes done on the [[Jump drives|Cynosural Field Generator]] only being fittable on the [[Force Recon]] and the [[Black Ops]] ships, which are considerably more expensive. | ||
== General limitations == | == General limitations == | ||